/*
 * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
 * simple per-pixel lighting.
 *
 * Michal Krol
 * 20 February 2006
 *
 * Based on the original demo by:
 * Brian Paul
 * 17 April 2003
 */

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include "glut_wrap.h"

static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };

static GLfloat delta = 1.0f;

static GLhandleARB fragShader;
static GLhandleARB vertShader;
static GLhandleARB program;

static GLint uLightPos;
static GLint uDiffuse;
static GLint uSpecular;

static GLboolean anim = GL_TRUE;
static GLboolean wire = GL_FALSE;
static GLboolean pixelLight = GL_TRUE;

static GLint t0 = 0;
static GLint frames = 0;

static GLfloat xRot = 0.0f, yRot = 0.0f;

static void
normalize(GLfloat * dst, const GLfloat * src)
{
   GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
   dst[0] = src[0] / len;
   dst[1] = src[1] / len;
   dst[2] = src[2] / len;
}

static void
Redisplay(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   if (pixelLight) {
      GLfloat vec[3];

      glUseProgramObjectARB(program);
      normalize(vec, lightPos);
      glUniform3fvARB(uLightPos, 1, vec);
      glDisable(GL_LIGHTING);
   }
   else {
      glUseProgramObjectARB(0);
      glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
      glEnable(GL_LIGHTING);
   }

   glPushMatrix();
   glRotatef(xRot, 1.0f, 0.0f, 0.0f);
   glRotatef(yRot, 0.0f, 1.0f, 0.0f);
   glutSolidSphere(2.0, 10, 5);
   glPopMatrix();

   glutSwapBuffers();
   frames++;

   if (anim) {
      GLint t = glutGet(GLUT_ELAPSED_TIME);
      if (t - t0 >= 5000) {
         GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
         GLfloat fps = frames / seconds;
         printf("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds,
                fps);
         fflush(stdout);
         t0 = t;
         frames = 0;
      }
   }
}

static void
Idle(void)
{
   lightPos[0] += delta;
   if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
      delta = -delta;
   glutPostRedisplay();
}

static void
Reshape(int width, int height)
{
   glViewport(0, 0, width, height);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0.0f, 0.0f, -15.0f);
}

static void
Key(unsigned char key, int x, int y)
{
   (void) x;
   (void) y;

   switch (key) {
   case ' ':
   case 'a':
      anim = !anim;
      if (anim)
         glutIdleFunc(Idle);
      else
         glutIdleFunc(NULL);
      break;
   case 'x':
      lightPos[0] -= 1.0f;
      break;
   case 'X':
      lightPos[0] += 1.0f;
      break;
   case 'w':
      wire = !wire;
      if (wire)
         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
      else
         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
      break;
   case 'p':
      pixelLight = !pixelLight;
      if (pixelLight)
         printf("Per-pixel lighting\n");
      else
         printf("Conventional lighting\n");
      break;
   case 27:
      exit(0);
      break;
   }
   glutPostRedisplay();
}

static void
SpecialKey(int key, int x, int y)
{
   const GLfloat step = 3.0f;

   (void) x;
   (void) y;

   switch (key) {
   case GLUT_KEY_UP:
      xRot -= step;
      break;
   case GLUT_KEY_DOWN:
      xRot += step;
      break;
   case GLUT_KEY_LEFT:
      yRot -= step;
      break;
   case GLUT_KEY_RIGHT:
      yRot += step;
      break;
   }
   glutPostRedisplay();
}

static void
Init(void)
{
   static const char *fragShaderText =
      "uniform vec3 lightPos;\n"
      "uniform vec4 diffuse;\n"
      "uniform vec4 specular;\n"
      "varying vec3 normal;\n"
      "void main () {\n"
      "   // Compute dot product of light direction and normal vector\n"
      "   float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
      "   // Compute diffuse and specular contributions\n"
#if 1
      "   gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
#elif 1                         /* test IF/ELSE/ENDIF */
      "   if (normal.y > 0.0) { \n"
      "      gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
      "   } \n"
      "   else { \n"
      "      if (normal.x < 0.0) { \n"
      "         gl_FragColor = vec4(1, 0, 0, 0); \n"
      "      } \n"
      "      else { \n"
      "         gl_FragColor = vec4(1, 1, 0, 0); \n" "      } \n" "   } \n"
#elif 1                         /* test LOOP */
      "   while (1) { \n"
      "      if (normal.y >= 0.0) { \n"
      "         gl_FragColor = vec4(1, 0, 0, 0); \n"
      "         break; \n"
      "      } else { \n"
      "         gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
      "         break; \n" "      } \n" "   } \n"
#endif
      "}\n";
   static const char *vertShaderText =
      "varying vec3 normal;\n"
      "void main () {\n"
      "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
      "   normal = gl_NormalMatrix * gl_Normal;\n" "}\n";

   if (!glutExtensionSupported("GL_ARB_fragment_shader")) {
      printf("Sorry, this demo requires GL_ARB_fragment_shader\n");
      exit(1);
   }
   if (!glutExtensionSupported("GL_ARB_shader_objects")) {
      printf("Sorry, this demo requires GL_ARB_shader_objects\n");
      exit(1);
   }
   if (!glutExtensionSupported("GL_ARB_shading_language_100")) {
      printf("Sorry, this demo requires GL_ARB_shading_language_100\n");
      exit(1);
   }
   if (!glutExtensionSupported("GL_ARB_vertex_shader")) {
      printf("Sorry, this demo requires GL_ARB_vertex_shader\n");
      exit(1);
   }

   fragShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
   glShaderSourceARB(fragShader, 1, &fragShaderText, NULL);
   glCompileShaderARB(fragShader);

   vertShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
   glShaderSourceARB(vertShader, 1, &vertShaderText, NULL);
   glCompileShaderARB(vertShader);

   program = glCreateProgramObjectARB();
   glAttachObjectARB(program, fragShader);
   glAttachObjectARB(program, vertShader);
   glLinkProgramARB(program);
   glUseProgramObjectARB(program);

   uLightPos = glGetUniformLocationARB(program, "lightPos");
   uDiffuse = glGetUniformLocationARB(program, "diffuse");
   uSpecular = glGetUniformLocationARB(program, "specular");

   glUniform4fvARB(uDiffuse, 1, diffuse);
   glUniform4fvARB(uSpecular, 1, specular);

   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_LIGHT0);
   glEnable(GL_LIGHTING);
   glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
   glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
   glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);

   printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
   printf("Press p to toggle between per-pixel and per-vertex lighting\n");
}

int
main(int argc, char *argv[])
{
   glutInitWindowSize(200, 200);
   glutInit(&argc, argv);
   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
   glutCreateWindow(argv[0]);
   glewInit();
   glutReshapeFunc(Reshape);
   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey);
   glutDisplayFunc(Redisplay);
   if (anim)
      glutIdleFunc(Idle);
   Init();
   glutMainLoop();
   return 0;
}
